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Introduction to Under a Killing Moon 3 


1 Getting Started 5 

Minimum Hardware 5 

Recomroende<l Hardware 5 

Installing Under a Klliiig Moon 5 

Starling the Program S 

Configuring ihe Sound 6 

TypesofSounds 6 

Setting die Digital Sound Device 6 

Setting the MIDI Music Device 6 

Usang the AUTO DETECT Feature 7 

The Configuration Screen 7 

CD-ROM Section 7 

Memory Section S 

Video S^on 8 

Sound Section 8 

Miscellaneous Section 9 

2 Playing the Game 10 

Slariing a Ni’W Game Id 

Changing Modes Id 

Quick Start Instructions 

Movement 11 

Interactingwiih Objects 11 

Getting Inventory Objects 1 1 

Examining Inventory Objects 12 

Combining Inventory Objects 12 

Exiting a Room 12 

Initiating a Conversation 12 

3 Movement Mode 13 

Walking 13 

Rtuuiing 13 

Tilling Up/Down 13 

Turning Your Head 1^ 

Sliding Left/Right 14 

Moving Up/Down 14 

Climbing 14 

Opening and Passing through Doors 14 

Simunary of Movemait Mode Controls 15 


1 



4 Look-GeMHove-Open-Talk'-OB/Off 16 

Using the Look Command 16 

Using the Get Command 16 

Using the Move Command 17 

Using the Open Command 17 

Using the Talk Command 17 

Usingthe On/Off Command 18 

5 Inventory 19 

Reviewng Your Inventory 19 

Examining Inventory Items 19 

Combining Inventory Items 19 

Using Inventory Items 20 

Offering Inventory Items to Characters 20 

Assembling Notes in Inventory 20 

6 Conversations 21 

Talking to Characters 21 

Asking Characters about Things 21 

Offering Bribes to Characters 21 

Ending a Conversation 22 

Saving before Conversations 22 

7 Trmfoling 23 

Getting YourFirstTravel Location 23 

Using ^e Travel System 23 

8 The Hint System 25 

Using the Hint System 25 

The Point System 25 

9 Hot Keys and Additionai Options 26 

Hot Keys 26 

Adjusting the Sound Volume 28 

Turning the Captioning fText) On and Off 28 

Resizing the Acdon Window 29 

Exiting the Game 29 

Playing the Intro or Credits 29 

10 StarHng/SavIng/Rosuming a Game 30 

Starting a New Game 30 

Saving a Game 31 

Resuming a Saved Game 31 

Viewing Saved Game Information 31 

Deleting Players and Saved Games 32 

1 1 Easy Ploy Option 33 

12 Technical Reference 34 

The Configuration System 34 

Configuring the Sound 36 

TheCONnG-INinie 38 

Graphic Performance and Quality 39 

13 Frequenriy Asked Questions 41 

14 Trouble Sheeting & Technical Support 44 

Problems and Solutions 47 

Sound Card Trouble Shooting 47 

Hardware Upgrade Su^esdons 47 

Multi-Drive and Disk Changer Configurations 48 

Under a Killing Moon Users Guide Technical Support 49 


2 



Inlroduclion to 
Undei a Killing Neon 



The mon himsell — TeK Murphy 



Texs office. 


Congrahjlations! You are about to enter the Kirfaoi World of Under a Killing 
Moon. This section will introduce you to the story, setting and the characters 
you will find during your adventure. 

Who is Tex Murphy? 

Tex Murphy, P I„ first appeared in Mean Streets, then Martian 
Memorandum. In Under a Killing Moon, Tex appears during movie 
sequences and conversations, and Is played by Chris Jones, llie director and 
co-designer of this interactive movie. Hiough Tex is on screen, you still have 
complete control over what he says and does. Wlien you're not in a conver- 
sation or viewing a movie sequence, you look through Tex’s eyes, control- 
ling his movements. 

Tex is somewhere between 29 and 49, with some premature wrinkles and a 
bad back. The wrinkles are a result of smoking, drinking, a poor diet, lack of 
exercise, and a perpetual frown. The bad back flares up every time he’s 
reminded of his ex-wife. Sylvia. Despite being a good FI., a born romantic, 
and agenerallyniceguy.Tex has a talent for getting into trouble and offend- 
ing the wrong people. 

The inspiration for Tex is a cross between Sam Spade (The Maltese Falcon) , 
Rick Blaine (Casablanca). Inspector Clouscau (The Fink Panther), Since 
the story lakes place in the year 2042, Tex comes across as a man out of 
time — someone who can handle a futuristic doodad, but dresses, talks and 
behaves like a hard-boiled PI. from late 1930's. Give him a luicky Strike, a 
glass of bourbon (neat), and a leggy dame and Tex is in his element 

What Is the Setting for Under a Killing Moon? 

There are two types of people in the futuristic setting of Under a Killing 
Moon: Mutants and Norms. The norms have natural immunity to radiation, 
while mutants have physical deformities, ranging from liideous to comical. 
Race, creed and gender are no longer the great social dividers, having been 
replaced by genetic quality. The majority of norms live in New San 
Francisco, but Tex doesn't Despite being a norm, something in Tex's char- 
acter makes him feel more comfortable around those who’ve been disfig- 
ured and rejected. 

When the story begins, you are in your seedy, third-floor office, in the heart 
of a run-down, mutant section of Old San Francisco. You live and work here 
because the rent's cheap— at least that’s what you tell the few clients you 






Oielsee 8ondo. 



Franceaco Lucido — Franny 



Afdo Newpc^i. 


B linder a Killing Meen Users Guide 


get In the streets below mutants and norms go about their business — much 
of it illega]. After a quick look around the office, walk down to the street and 
start looking for a case — it won’t take long. 

Where do I live and who do I know? 

As Tex Murphy, you make your home in the Ritz Hotel, a dilapidated board- 
ing house on Chandler Avenue in Old San Francisco. Despite the low rent 
atmosphCTe, flie neighborhood is thriving with several shops and'businesses 
managing to make ends meeL The people who live and work in your neigh- 
borhood are listed below. 

Chelsee Bando: Chelsee runs the newspaper stand down on the street, 
across from your office. She’s a mutant, just like almost everyone else in this 
part of town, but you haven’t been able to find anything unusual about her. 
Not that you wouldn’t like to. 

Louie LaMinlz: Louie owns and runs the Brew & Slew cafe, which isn't for 
everyone, wth the smeU of Louie's famous lamb stew or spicy chili billowing 
from the kitchen, then mingling with the beery breath of the patrons. People 
can’t help but feel welcome, which is why everyone comes to Louie’s, So 
does all the street talk. If something's going on, Louie knows about it 

Kook Gamen Rook runs a pawnshop across the street from your office. 
He's a crusty old WWIII vet who comes off as a bitter Scrooge nursing a 
feud with the world, but he’s actually a tender-hearted guy who would take 
you in on a cold night, feed you. cloAe you, give you some cash, then tell 
you to get lost 

Francesca Lucido: Franny runs the Slice O’ Heaven Kzza Parlor, She’s an 
older woman who longs forher lost youth, and her^rlish flirting has 
become less effective with age. She is married to a creep named Sal and 
wants nothing more than to divorce him, take his money, and find herself a 
young Fabio look-alike. 

Ardo Newpcq>: Ardo’s an intellectually-challenged mutant who works tlie 
front desk at the Golden Gate Hotel. There are “gentle giants” in the world, 
but Ardo isn’t one of them. He’s overeightfeettall, weighs close to 400 
pounds, and has a temper to match. Even worse, he gets furious when he's 
confused. For this reason, few people bother to talk to Ardo unless it's 
absolutely necessary. 






GeHiiMi Xtatted 


The first step in playing Under a Killing Moon is to install it on your hard 
disk. This chapter explains how to install the game and how to configure it 
for your system. 

Minimum Hardware: 

386/25Mh2 CPU 
Hard Disk (8MBfi«e) 

CD-ROM Drive (Single Speed- 150 KB/sec- MFC Level 1 compliant) 

4 MB RAM 

SVGA Display (VESA compliant - 640x4iW resolution in 256 colors) 

Mouse 

I 8-bit Sound Card 

Recommendec/ Hardware: 

486/66 DX2 or (aster CPU 
Hard Disk (8 MB free) 

CD-ROM Drive (Double Speed - 800 KB/sec - MPC Level 2 compliant) 

16 MB RAM 

Local Bus SVGA Display (VESA complaint - 640x480 resnlufion in 256 colors) 
Three Button Mouse 
16 Bit Sound Card 

liisfalfing Under a Killing Moon 

Under a KtUing Moon must be installed on your hard disk to operate proper- 
ly. Complete the following steps to install the program; 

1. Insert Under a Killing Moon disk#l into the CD-ROM drive. 

2. Type; D:INSTALL [Enter] (where D: is the drive letter of your CD- 
ROM.) 

3. FoDow the directions on the screen. 


5 




Setting the Digilol Sound Device. 


Nolt: T 0 bnr nO Ihc iiaiiiKli) in (be ifene. >m 
mtt*salwlhclBio» mt DIGITAL SOUND 
DEVICE is nquind. TheMIDIMUSlC 
DEVICE is not requirtd, but mommeiuted.) 



Setting the MDI Music Dewe. 


Starling the Program 

To start the game, follow the directions below: 

1. Make sure you’re in the MOON directory. Type: CDMUOON (Enter] 
2- Then type: MOON [Enter] 

Configuring The Sound 

The first lime you start the game you will be taken to the Sound Screen auto- 
matically. Afier the first time, you can get to the Sound Screen through the 
Configuration Screen. Follow the steps below: 

To get to the Sound Screen (after the first time): 

1. CTick the .^ixiliary Panel button to open the panel. 

2. Click the CONFIG button. This will display the Configuration Screen. 

3. Click the the SET SOUND DEVICE button to bring up the Sound 
Screen. 

It is important to understand how the sound is used in the game and how 
the sound system works so please read the irtfbrmation below carefitUy. 

Types of Sounds 

Sounds in the game are stored in two separate fi>rmat and each format is used 
for a different purpose. All speech, digitized music and sound effects are 
stored in DIGITAL format while the background music is stored in MIDI 
MUSIC format The DIGITAL formal is played by the DIGITAI. SOUND 
DEVICE and the MIDI MUSIC format is played by tlie MIDI MUSIC 
DEVICE. 

Most sound cards can /Unction as both devices (play botli formats simultane- 
ously). 90 setting up your sound system normally involves identifying which 
card you have and finding the correct hardware configuration G/0 Ports, 
Interrupt and DMA channel). 

Seffing fhe DIGITAL SOUND DEVICE (must be set) 

Click OK if necessary to bring up the screen that says DIGTrAL FORMAT. 
This is where you select the DIGITAL SOUND DEVICE. Highlight your 
device (card) in the DEVICE LIST by clicking on it If you do not know which 
device or which setting to use, click the AUTO DETECT button (See next 
page). Use the UP or DOWN arrows to change the I/O Fort, Interrupt and 
DMA channel settings. 

TEST THE DEVICE by clicking the SOUND TEST button. If you hear digi- 
tized speech then the lest was successful and you should click OK to coniin- 
ae. Ifyou do not hear any speech, the test was not successful. You may want 
to try other I/O, Literruptand DMA settings, or you may want to try AUTO 
DtTllCT again. 

Setting fhe MIDI MUSIC DEVICE (should be set) 

Click OK or CONTINUE if necessary to bring up the screen that says MIDI 
MUSIC FORMAT. Here you will select the MIDI MUSIC DEVICE. Usually, 
the same card you select as the Digital Sound Device can function as the 
MIDI Muac Device. If so, it will already be highlighted in the DEVICE LIST. 
You can keep this device or select another device by clicking on it Then use 
the UP or DOWN arrows to set the I/O Port. If you have enough memory, 


Under a Killing Mean Users Guide 



NOTE 1 — UXKUFS 
Some sound cards do not rearl well to the 
iHlemgation pmeess and may LOCK UP the 
computer. Iflhishapptns,rebootandtry 
AUTO DETECT again. The program keeps 
track of combinations which cause a lock up 
(during Auto Deled) and will not try that 
combination again. IFYOUINSTALLA 
NEW SOUND CARD, be sure to dick the 
“C!£AR LOC’ button before using AUTO 
DETECT. 

NOTE PHANTOM DKIliCnONS 
Some sound cards can be mistaken /or other 
cards. This produces what is called PHAN- 
TOM DETECTIONS. TheAUTODETECT 
process appears to find a card that realty isn’t 
there and the SOUND TEST doesn't work (c^ 
course). In thiscaseyou.shouldliyAUTO 
DETECTagain and select CONTINUE 
rather than ACCEPT when the program paus- 
es on the phantom card. 



Configurotion screen, 


nrlue 

Rssigntnents 

Disk! •♦ror^ 
Dlsk2-*rari 
mskS'+rfTi 
0lsk4"> 

CD-ROM drive assignments, 


the DIGITAL DRUMS checkbox will ^)pear. Make sure this box is checked 
if you wish to have Digitized Drums with your MIDI Music. NowTESTTHE 
DEVICE by clicking the S50UND TEST button. If you hear music, then the 
test was successful and you should cHck OK to continue. If you do not hear 
music, the test was not successful. You may want to try other I/O Port set- 
tings. 

Using Ihe AUTO DETECT feature {Digital Sound Device only): 

If you do not remember which sound card you have (a common problem) or 
which settings to use for the Digital Sound Device (a VERY common prob- 
lem), you can ask the Sound Module to find out for you. 

This feature is called AUTO DETECT and works as follows: The program 
has a list of sound cards and it knows how each card is supposed to respond 
when interrogated. Starting with the most conunon card, the program 
checks to see if ilis “OUT THERE." If there is NO RESPONSE, then the 
next most common card is checked and so on. If the card DOES RESPOND, 
then the appropriate settings are retrieved and the progi-am pauses and dis- 
plays the name of the card and the sellings. At this point you can click Uie 
ACCEPT button to stop the AUTO DETTXTT process or click the CONTIN- 
UE button to keep trying. 

The Cenfigurertion Screen 

After setting up the sound system, you will come to tlie CONFIGURATION 
SCREEN. 

The Configuration screen is where you customize the program to best suit 
your computer hardware, as well as your personal game-playing prefer- 
ences.There are five sections on the Configuration screen; 

CD-ROM 

MEMORY 

VIDEO 

SOUND 

MISCELLANEOUS 

Read the following to become familiar with tlic operation and meaning of the 
various sections. When the configuration is acceptable, dick OK to SAVE 
THE SETTINGS and continue. 

CD-ROM Section 

The CD-ROM section is designed to allow users with multiple drives or CD 
changers to make use of the extra devices when playing the game. This fea- 
ture can be used to reduce disk swapping by having more than one disk 
available simultaneously. It can also be used to eaaly switch drives for game 
play. (In a multi-drive configuration.) 

Drive As.s^iunents: Each disk is assigned a drive letter. When the game is 
installed, the program assigns ail 4 disks to the CD-ROM drive letter that 
was used for installation. If you have multiple drives or a changer, you can 
assign a separate drive letter to each disk. Use the ARROW BUTTONS to 
change drive letters. 


Getting Started 




Transfer Durst 


Rote 

Rote 


1 301 k/» 

400 

k/s 

i k/t 


k/s 

[ k/t 


k/s 

[ k/t 


k/s 


Tfonsfej' Rote and Burst Rote. 


MEMORY 

EKtended Memory 
Dualleble: 
17704 k 

UIOEO 

Speed: 2692 k/s 


Memory Awailobis ond Video Speed. 

DIGITHL SOUND DEUICE | 
Sound Blaiter 16 
16 Blistered 
I/O Port: 2200 
Interrupt: 5 
OMR: I 

Onx Off; 
II0L:T6S"' § ' 

MIDI MUSIC DEUICE 
Sound BiBiter 
I/O Port: 3BBh 
Onli Dffi 

Ir^ U0L:'i06 § : 

Sound section. 


Example 1: If you have two CI>ROM drives with drive letters E: and F:, 
you may want to assign DISK 1 - E: DISK 2 = E: DISK 3 = F: 

DISK 4 -F: 

Example 2: If you have a 6 disk CD changer with drive letters E,F,G,H,1J; 
you can assign DISK 1 - G: DISK 2- H: DISK 3 -I: DISK 4 -J: 
IMPORTANT: If you set tke disks to run on different drives, you must make 
sure the correct disks are in the corresponding drives. 

Transfer Rate And Burst Rate: These are the two most important perfor- 
mance characteristics of CD-ROM drives. Trans^r rate is the rate at which 
data comes off the disk into the drive's internal buffer. Burst rate is the rate 
at which data is sent to the CPU from the internal buffer. Transfer rates vary 
from 150KB/sec (single spin) to 600 KB/sec (quad spin). Burst rates vary 
from 300 KB/sec to 2MB/sec. Higher rates are better. Transfer rates below 
ISO KB/sec and burst rates below 300 KB/sec may cause poor display perfor- 
mance, especially if associated with a slow video card. 

Click the TEST button to test the perfarmance of the indicated drive. 

MEMORY Section 

The memory section reports the amount of Extended Memory available white 
Ihepn^ram is running. If the extended memory is below 8000 KB (8 MB), 
the graphics for the VR scenes (movement mode) will aulomadeally scale to 
fit into the available space. The lower this value (below 8000 KB) , the more 
scaling that occurs and the more blocky the appearance of the scene. Low 
extended memory may also result in loss of some features suck as digital drums 
and environmental sounds. You may be able to increase the amount of 
extended memory available by removing or reducing the size of DISK 
CACHES. RAM DRIVES, etc. 

VIDEO Section 

The video section reports the speed of the Video Display System (the rate at 
which video images can be pla^ on die screen). This is a function of bolli 
the speed of the VIDEO C^RD and die speed of the CPU and has a significant 
effect on the playback of the movie sequences. Very slow video may cause the 
playback to be “chopp/’ and may cause the sound to break up. Qick tke TEST 
button to check the performance of the video system. Values below 5CKX) k/s are 
conadered ^ow. Values above 12000k/s are considered fast 

SOUND Seefion 

The Sound section flocated on the lower left ade of the screen) contains the 
information for the Distal Sound Device and the MIDI Music Device. Both 
devices have a Test button. Volume control and On/Off check boxes. There 
is also a SET SOUND DEVICE button at the bottom of the screen. Click this 
button to change sound devices or settings. (Also see Configuring the Sound 
at the beginning cf this chapter.) 

To Test the Sound click the IKSl' button. 

To Adjust the Volume click the Up or Down Arrow buttons. 

To Turn the Sound On or Off click in one of the check boxes. 

To Chai^ Devices or Setdiigs click on the SET SOUND DEVICE button. 

Tip: Since the Digital Sound and the Midi Music often play simultaneously, 
adjust the volume levels so the music won’t drown out the speech. 


I H Under a Killing Moon Users Guide 



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Miscellaneous section. 


MISCELLANEOUS Seefion 

The Miscellaneous section contains play options that can be set according to 
your personal preference. These include: Captioning, Hints, Walking Speed. 
Mouse Senativity, Tclt Control, Window Size. Rendering Quality, and the 
Interactive Mode switching. 

Captioning — Turn this option ON to display TEXT along with digital 
speech. 

Hints — Under a KUling Moon has a built-in ON UNE HINT SYSTEM. If 
you would prefer to rearict access to the hint system, select OFF. Even if 
you choose to have the Hint System ON, you are not required to use it 

Walking Speed — This refers to your speed of travel while in MOVEMENT 
MODE. Selecting LOW will give you greater control. Selecting HIGH will 
allow you to move faster. 

Mouse Sensitivity— Mouse Sensitivity refers to how quickly and to what 
degree the mouse responds when you move it Select LOW, MED or HIGH 
sensitivity. 

Tilt Control — While moving around in Under a Killing Moon, you can tilt 
the view up or down. The Tilt Control option sets the controls to operate in 
Normal or Reverse mode. 

Normal: UpArrow»UP Down Arrow-DOWN 

Reverse: Up Arrow-DOWN DownArrow«UP 

Notr This option is available because many users are accustomed to flight sim- 
ulators which use Ike up arrow to pitch down and the down arrow to pitch up. 

Window Size — The size of the display window while in movement mode 
can be adjusted to any of 10 different sizes. Click the box next to the size you 
want or press the corresponding HOT KEY (1-0). 

Note: If you want smoother movement (faster frame rates), select a smaller win- 
dow sise. 

Kenderii^ Quality — Select HIGH, MED or LOW quality. The rendering 
speed for high quality is slowest while the rendering speed for low quality is 
fastest. You can also use the HOT KEYS F2. F3, or F4. 

Interactive Mode - Always switch to 432x324. — Activate this option to 
return to full size in INTERACTIVE mode even if movement mode is set to a 
small size. 

When the configuration is accepUtifle, click OK to save the settings and continue. 


Getting Started 





Main corliol panel with Auxiliory Ibnel open. 



Storl a New Game screen. 


i 

I 





Now you are ready to play the game. If you completed Sound Setup and 
Configuration as described m Chapter One. then you should be looking at 
the MAIN CONTROL PANEL and the AUXILIARY PANEL should be open. 

Starling a NEW GAME 

To start a New Game, do the following: 

1. Click the NEW GAME button on the Auxiliary Panel. 

2. Enter the PlAYER NAME. 

3. Click OK to continue. (Refer to Chapter 10 for more infomation on start- 
ing. saving, and resuming a game.) 

Game Inlro 

Each time a NEW PLAYER bepns a game, the GAME INTRODUCTION 
sequence plays automatically. You can pause tius sequence by pressing "P“or 
bypass it by pressing the spoce^r. I'his applies to any audio or video 
sequence. You should watch it the first time however, since information is 
given which may prove useful to you later. 

DAY I 

Each time a NEW DAY begins, a DAY INTTIO sequence plays automatically. 
Again, you can bypass them by pressing the spacebar, but you shouldn’t, or 
you'll miss important uiformation. are just starting a new game, this is 

DAY 1. When the DAY 1 INTRO finishes, youll have a short wait while the 
OFFICE loads. Snee you're Tex Murphy, this is your office, and the first 
thing you should do is become familiar with iL 

Changing Modes 

There are two main MODES of control in Under A Killing Moon. To switch 
modes. PRESS THE SPACEBAR or click the CENTER MOUSE BUTTON. 

1. MOVEMENT MODE is where you walk around in a room or other 
environment When you're in this mode, the Control Pane! may or may not 
appear (depending on the window ^e) , and it will say Movement Mode in 
the Text Box. 

2. INTERACTIVE MODE is where everything happens except walking a- 
round (movement mode). AH the commands, inventory, conversations, travel, 
etc, are available only in Interactive Mode. When you’re in this mode, the Con- 
trol Panel will always aM)ear and it will say “Interactive Mode" in the Text Box. 







Noli: Formoreinfiirmation on MOVE- 
MENT MODKcontmIs. set page 13. 



Intsroctitig wirh objects. 


Nnte: For more information on INTERAC- 
TIVE MODE controls, see page 16. 



REMEMBER: To change from one mode to the other, PRESS THE SPACE- 
BAR or click the CENTER MOUSE BUTTON. 

Quick Start Inshvctions 

The following instructions are designed 0) give you a quick overview of the 
basic elements of the game. It is assumed t^i you have read Chapter One 
and have started a new game as described above. Go through the following 
steps to get a feel for how to play the game. 

Movemenf 

1. Press the SPACEBAR to get into Movement Mode. 

2. Move the mouse forward slightly to start walking' around the office. 

3. Walk over to the ade of the desk where the lower right desk drawer is 
located. 

4. Click the right mouse button to stop. 

5. Press the up or down arrow key (on the keyboard) to tilt tlie view down- 
ward. Tilt until you have a good view of the bottom right desk drawer. 

Interacting with Objects 

6. Press the SPACEBAR to leave Movement Mode and enter Interactive 
Mode. 

7. Move the cursor over the lower right desk drawer. The LOOK function 
will highlight fin Yellow) in the Command Window and tlie cursor will 
change to the IX)OK cursor (a magnifying glass). 

8. Click the left mouse button to lOOK at the object. You will hear Tex’s 
voice describe the desk drawer. After the voice finishes, the cursor will 
change to the OPEN cursor (an opening/closing door) and the OPEN 
function will highlight in yellow. 

9. Click the right mouse button a few times. Notice how the yellow high- 
light switches between the OPEN command and the LOOK command 
and how the cursor changes from the OPEN cursor to the LOOK cur- 
sor. Click the right button until the OPEN cursor is displayed. 

10. Click the left mouse button to OPEN the drawer. 

11. Move the cursor over the object in tlte bottom of the drawer. If you can’t 
see the object, you may need to adjust your position or the angle of the 
tilt (refer to Movement, above) . 

12. Click the left mouse button. You will hear Tex's voice describe tlie 
object in the desk drawer. 

Getting Inventory Objects 

13. With the cursor still over the object in the desk drawer, click the right 
mouse button fif necessary) until the GET cursor (a (gasping liand) is 
displayed and the GEI‘ command is hi^ilighted in the command window. 

14. Click the left mouse button to GET the stamp in the drawer. 

15. Press the spacebar to switch from Interactive Mode to Movement 
Mode. 

16. Move until you have a good look at the bottom left desk drawer, 

17. Repeat steps 6 through 14 to gel the pen from the bottom left drawer. 


Playing the Game 


11 







Exomining invenICKy objects. 



Combining irvemoiy objects. 


Note: For more it^rmativn on using the 
INVENTORY, see page 19. 



Exiting a room. 



Initiating a conyersolion. 


18. Switch to Movement Mode. 

19. Walk over to the door. You may want to adjust the tilt to see better. 

20. Press the spacebar to switch from Movement Mode back to Interactive 
Mode. 

21. Get both pieces of mail from the floor. 

Examining Inventory Objects 

22. Click the INVENTORY button. 

23. In the list box in the upper right comer, click on Credit Car d 
Application. 

24. Click the EXAMINE button. The Credit Card Application will be exam- 
ined with an accompanying voiceover. 

25. Click the Resume button. 

Combining Inventory Objects 

26. Click the COMBINE button. This will bring up the inventory icons. 

27. In the Inventory, left click on the Stamp icon. This will turn the cursor 
into the Stamp icon. 

28. Move the Stamp icon over the Credit Card ^plication. 

29. Click the left mouse button to combine the Stamp and the Application. 

30. I.eft click on the Pen icon. 

31. Move the Pen icon over the credit card application and left click to com- 
bine the pen and the application. 

32. Click the Resume button. 

Exiling a Room 

33. Open the door to the street. 

34. Press the spacebar to switch from Interactive Mode to Movement Mode. 

35. Walk through the door. A slight pause will occur while the STREET is 
loaded. 

Initialing a Conversation 

36. When you reach the street, look around and find Chelsee at the news- 
stand. 

37. Walk over to Chelsee. 

38. Press the spacebar to switch fixim Movement Mode to Interactive Mode. 

39. Move the cursor over Chelsee. 

40. Click the right mouse button until the TALK cursor (a talking moutli) is 
displayed and the TALK command is highlighted in the Command 
Window. 

41. Click the left mouse button to start a conversation with Chelsee. 

You now know the basics for playing Under a Killing Moon. To learn more 
about moving, using the inventory, or talking to characters, refer to the next 
three chapters. 

Note: For more infi)rmation on TALKING TO CHAKACIFRS, sec page 21. 


Under u KlUing Moon Users Gvide 








Movemenf Mode 


Note: In onifrlo movt, it mu$t say MOVE- 
MENT MODE in the Textbox under the 
Action Window. You cannot enter Movement 
Mode during a movie sequence ora conversix- 
tim. 


Walk Forward 

A , ' ■ Switch to 

Interactive Mode 


Click ond h^d 

toliidex, — rA^l 



V 

Walk 

Backward 


-Turn 

^Right 


Mouse movement basics. 


NOTE: A small mouse move produces a 
SLOW SPEED and a targe mouse move pro- 
duces a FAST SPEED. You CANNOT get 
more speed by 'Revving' the mouse. The best 
uiay to learn the controls is to start with VERY 
SMALL MOUSE MOVEMENTS and see how 
the system responds. 


In order to create a Virtual World, realistic movement is essential. For tliat 
reason, the movement mode in Under a Killing Moon has been deagned to 
^ulale real movement as much as possible. This chapter discusses all the 
available movement options, including Walking, Running. Tilting Up/Down, 
Sliding Left/Right, Turning Your Head. Moving Up/Down, Climbing, 
Slopping, and Opening and Passing Through Doors. 

To Enter (or Exit) Movement Mode, press the ^acebar or click llie middle 
mouse button. 

Walking 

Walking is the basic form of movement in the program. 

To Walk: While in Movement Mode, move the mouse fitrward or back. 

To Turn: Move the mouse or right. 

To Slow E>own: Move the mouse in tlie opposite direction you are walking, 
To Stop: There are two ways to stop your movement, 

1. Click the right mouse button to stop immedialely, 

2. Press the Spacebar or click the center mouse button to Stop and Exit 
Movement Mode. 

Running 

Running allows you to cover ground more quickly than walking. 

To Run: 

1. While in Movement Mode, start WALKING as described above. 

2. While walking, press and hold down the "/f" key. 

Tilting Up/Dawn 

The Tilt option allows you to tilt the view up and down. 

To tilt the view up/down: While in the Movement mode, press the UP or 
DOWNarroio key (on the keyboard). Hold the key down until you reach the 
desired angle. 

To return to Level view: Press the TAB key 




Note: You ran stop, turn, tilt, slide or nm up 
stairs. 


Turning Your Hood 

The Head Turn option allows you lo turn your head to alter the view without 
chatigirtgyour walking direcHon. 

To turn your head: Press and hold the following keys: 

KEY ACnON 
A Look LEFT 30 degrees 

S Look RIGHT 30 degrees 

Z Look to the REAR 

Q Look LEFT 90 degrees 

W Look RIGHT 90 degrees 

D Look DOWN 30 degrees 

F Look UP 30 degrees 

To change your walking direction to match the current view: WTiile 
holding down one or more head turn keys, double click the LEFT MOUSE 
BUTTON or switch into INTERACTIVE MODE. 

Sliding Left/Right 

The Slide option allows you to move laterally (sideways) . 

To slide to the lefVright: 

1. While in the Movement mode, dick and hold the left mouse button. 

2. Move the mouse to the left or right- 

Moving Up/Down 

The Up/Down option allows you to adjust the height of your eye level, from 
standing on tip-toes to lying flat on the floor. 

To raise your eye level: While in the Movement mode, press and hold the 
LEFT SHIFT key until you reach the desired height 

To lower your eye level: While in the Movement mode, press and hold the 
CTRL key until you reach the desired height. 

To return to normal eye lev'el: Press the "E" key. 

Climbing 

To climb stairs, amply walk onto them and continue moving. The eye level 
will automatically raise or lower in relation lo where you are on the stairs. 

Opening and Passing Through Deers 

In this prog!^, the only time you are taken through a doorway automatical- 
ly is when you are standing very close lo the door when you open it. 
Otherwise, you need lo move into the doorway to pass through it. 


ik 


Under a Killing Moon Users Guide 


NOTE: With all mouse controls, a SMAU. 
MOUSE MOVE produces a SLOW SPEED 
and a LAEGE MOUSE MOl'E produces a 
FASTSPEED. You can iu>t get more speed bp 
“Kecuing" the mouse. The best way to learn 
die controls is to start with VERY SMALL 
MOUSE MOVEMENTS and see how the sys- 
tem responds. 


NOTE- The VIEW KEYS do not alter the 
walking direction but simply act as a “Head 
Turn" as long as the key is held down. When 
the key is released, the view will return tofiir- 
ward view. TO CHANGE YOUR WALKING 
DIRECTION to match the current view, 
DOUBLE GUCK the lEFT MOUSE BUT- 
ION or SWITCH into INTERACTIVE 
MODE. 


SUMMARY of Movement Mode controls. 

CONTROL 


Mouse FORWARD 
Mouse BACKWARD 
Mouse LEFT 
Mouse RIGHT 

LEFT BUTTON + Mouse LEFT 

LEFT BUTTON + Mouse RIGHT 

UP ARROW 

DOWN ARROW 

TAB KEY 

IJiFT SHIFT 

CTRL 

E 


FUNCTION 

Walk FORWARD 

Walk BACKWARD 

Turn LEFT 

TurnRIGtrr 

Slide LEFT 

Slide RIGHT 

Tilt view UP 

Tilt view DOWN 

Cancel 'nit and return to LEVEL 

RAISE your Eye Level 

LOWER your Eye Level 

Return to normal Eye I^vel 


VIEW KEY'S (must be held down) 


A 

S 

z 

Q 

W 

D 

F 

Double click Left Button 
Switch to Interactive Mode 


Look LEFT 30 degrees 
Look RIGHT 30 degrees 
Look to the REAR 
Look LEFT 90 degrees 
Look RIGHT 90 degrees 
Ijjok DOWN 30 degrees 
Ixwk UP 30 degi'ees 

Change walking direction to 
match VIEW 

Change direction to 
matdi VIEW 


Movement Mode 



look-Ger-Hove-Open-Talk- 

On/Off 



In order b lOOK at on object, the 
Mognifying Glas$ cursor must be displayed. 




The INTERACTIVE MODE is where all non-movement interaclion with 
objects and people takes place. 

To use any of the following commands, you must be in Interactive Mode. 

Using the LOOK Command 

The LX)OK command allows you to Iwarfl vetial description of an objector 
person. 

Whenever the cursor is positioned over an important object, LOOK will light 
up in the Command Display and the cursor will change to the MAGNIFYING 
CLASS, [f another command is available such as GET, MOVE, etc., it will 
also light up. 

To use (he LOOK Command: 

1. While in the Interactive Mode, position the cursor over the object you 
want to LOOK at In order to IjOOKat the object, the MAGNIF^NG 
GLASS cursor must be displayed. 

2. To CHANGE CURSORS, click the RIGHT mouse button. 

3. When the MAGNIFYING GIASS cursor is displayed, click the LEFT 
mouse button. 

Using the GET Command 

The GET command allows you to pick up an object and add it to your inventory 

Whenever the cursor is portioned over a GETTABLE object, GET will light 
up in the Command Display (along with Look). The GET cursor is a GRASP- 
ING HAND. 

To use the GET Command: 

1. While in the Interactive Mode, position the cursor over the object you 
want to GET. In order to GET an object, the GRASPING HAND cursor 
must be displayed. 

2. To CHANGE CURSORS, click the RIGHT mouse button. 

3. When the GRASPING HAND cursor is displayed, click the LEFT mouse 
button. 





Ir order to MCVE on object the Hond AAoving 
Q Chess Piece cursor rnust be disptayed. 


Using the MOVE Cemmonci 

The MOVE command allows you to MOVE an object 

Whenever tlie cursor is positioned over a MOVEABl^ object, MOVE will 
light up in the Command Display (along wth Look). The MOVE cursor is a 
HANDMOVINGA CHESS PIECE 
To use the MOVE Command; 

1. While in Ihe Interactive Mode, poation the cursor over the object you 
want to MOVE. In order to MOVE an object, the HAND MOVING A 
CHESS PIECE cursor must be displayed. 

2. To CHANGE CURSORS, click the RIGHT mouse button. 

3. When the HAND MOVING A CHESS PIECE cursor is displayed, click 
the LEFT mouse button. 



In order to OPB^ on object, the Opening 
ond Shutting Door cursor must be disployed. 


The OPEN Cemmand 

The OPEN command allows you to OPEN objects such as doors, safes, 
drawers, etc. 

Whenever the cursor is portioned over an OPENABLE object, OPEN will 
liglit up in the Command Display (along with Look). The OPEN cursor is an 
OPENING and SHUTtlNG DOOR. 

To use the Ol’EN Command: 

1. While in the Interactive Mode, position the cursor over Ihe object you 
want to OPEN. In order to OPEN an object. Ihe OPENING/SHUTTING 
DOOR cursor must be displayed. 

2. To CHANGE CURSORS, click tlie RIGHI' mouse button. 

3. When the OPENING/SHUTTING DOOR cursor is displayed, click the 
LEFT mouse button. 



In order to TAIK to o chorocter the Tbtking 
Mouth cursor must be displayed. 


Using the TALK Command 

The TALK command allows you to initiate a CONVERSATION with a char- 
acter. 

Whenever the cursor is positioned over a CHARACTER you can talk to, 
TALK will light up in the Command Display (along with Look). The TALK 
cursor is a TALKING MOUTH. 

To use the TALK Command: 

1. While in the Interactive Mode, poation the cursor over tiie CHARAC- 
TER In order to TAfJ( to a character, the TAUQNG MOUTH cursor 
must be displayed. 

2. To CHANGE CURSORS, clicJi the RIGHT mouse button. 

3. WTien the TALKING MOUTH cursor is displayed, click the LEFT mouse 
button. 


Look-Get~Move-Open-Talk-On/Off 




h order to use the On/OfF commond, the 
Switch Turring Or orid OFF cursor must be 
displayed. 


B Under a Killing Moon Users Oukk 


Using Hie ON/OFF Command 

The ON/OFF command allows you to TURN THINGS ON or OFF (i.e com- 
puters). 

Whenever the cursor is portioned over an appropriate object, ON/OFF will 
light up in the Command Display (along with Look). The ON/OFF cursor is 
a SWITCH TURNING ON AND OFF 

To use the ON/OFF Command; 

1. While in the Interactive Mode, position the cursor over ati appropriate 
object. 7 h order to use the ON/OFF command, the SWITCH TURNING 
ON AND OFF cursor must be displayed. 

2. To CHANGE CURSORS, click the RIGHT mouse button, 

3. When the SWITCH TURNING ON AND OFF cursor is displayed, click 
the LEFT mouse button. 





Reviewing your inventory 



Examining irtventory ilems. 


Combining inventory items. 


mssn 




The TNTERACTTVE MODE is where all Hon-movement interaction with 
objects and people takes place. 

To use any of the following commands, you must be in Inieraetive Mode. 

Reviewing your INVENTORY 

When you GET an object (such as the stamp in Che desk drawer in Tex's 
Office), the object is added to the Inventory. (To Get an Object, refer to Using 
the G^ Command on page 16.) 

To review your INVENTORY: 

1. Click on the INVENTORY button to bring up the Inventory list. 

2. Click on an item to highlight it and display a picture of it in the small 
window. 

3. If there are more ilems in the list than can be displayed, tlie UP and 
DOWN arrows will become active. Click on the arrows to page up or 
down. 

EXAMINING Inventory Items 

You should ALWAYS EXAMINE any object you pick up, since examining it 
may reveal another, more useful object 
To EXAMINE an Inventory Item: 

1. CLck on the INVENTORY button to bring up the Inventory Ust 

2. Click on an ITEM to highlight it 

3. Click on the EXAMINE button. 

4. To ejtit the Examine Mode, click the Resume button. 

COMBINING Inventory Ilems 

In many instances throughout the game, two or mere inventory items need to 
be combined to create a NEW inventory item. 

To COMBINE Inventory Items: 

1. Click the Combine button. This will take you into the Combine Mode, and 
pictures of the inventory items will be displayed in the Action window. 

2. Move the cursor over the first object you want to combine and click on 
it The cursor will change into the object 







Using invertor/ items. 



Ollering inventory items. 



Assembling notes. 

Note: Some note scraps may need to be rotated. 


B H {/itrfer a KfUIttg Moon Users Guide 


3. Now move the cursor over the second object and click again. This will 
combine the objects if posable. If the objects will not combine, nothing 
will happen. 

4. To cancel after clicking on the first object, click the right mouse button. 

5. To exit the Combine Mode, click the Resume button. 

USING Inventory Items 

Most inventory items need to be used at some point in the game. For exam- 
ple. you may need to use a key on a locked door. 

To USE an Inventory Item: 

1. Click on the INVENTORY button to bring up the Inventory List. 

2. Click on an item to highlight it and display it in the small window. 

3. Click the USE button. 

4- Move the cursor into the Action window. The cursor will appear as the 
object you selected. 

5. Move the cursor over the recipient object in the Action window, and 
dick the left mouse button. 

OFFERING Invvntvry Hems to Characters 

Some of the characters you meet in the program will not cooperate until you 
offer them something fitom your Inventory. 

To Offer an Inventory Item to a Character: 

1. When you reach the point in a conversation where the character is will- 
ing to accept something from you, OFFER FROM INVENTORY will 
appear as one of the A. B, or C responses. 

2. In the Inventory list, click on the item you want to offer. A picture of the 
object will appear in the small box on the right side of the screen. 

3. Click tlie OFFER FROM INVENTORY response. The character will 
automatically respond to your offer. 

ASSEMBLING NOTES in Inventory 

Several times during your investigations, you will come across note scraps’ 
which must be assembled. 

To Assemble Note Scraps in Inventory: 

1. Click on the INVENTORY button to bring up the Inventory list. 

2. Click on the scraps, shreds, etc. to highlight them. 

3. Click the EXAMINE button. 

4. Move the cursor over one of the note scraps and then press and hold 
the left mouse button. 

5. Drag the note scrap to the new location and release the button. 

To Rotate Note Scraps: 

1. Move the cursor over one of the note scraps. 

2. Press and hold the left mouse button. 

3. Press (he left or right arrow key (on the keyboard). 







Tolking to Qielsee. 


NaU: The text displayed in the Response 
Atlitvde biaes implies an attitude instead 
the actual dialogue Tex will use. This allows 
you to have a good idea of what Tex will say 
without giving away the actual dialogue. 



Asking oboul filings.. 


Note: Eventually, IheAsi About List will con- 
tain more subjects than can be displayed on 
onepage. At this point the VP and DOWN 
arrow buttons will become active under the list 
box. Click the UP or DOWN arrow buttons to 
page up or down. 


Conversation is an essential part of the investigating process in Under a 
Killing Moon. 

Talking to Characters 

When you first leave your office and arrive on the street, look around and 
find Chelsee. who runs a newsstand across from the Ritz Hotel. To talk to 
her. walk across the street, then follow the steps below. 

To Initiate a Conversation: 

1. Make sure you are in Interactive Mode. 

2. Move the cursor over Chelsee. 

3. Click the right mouse button until the TALK command is highlighted in 
yellow and the TALKING MOUTH cursor is displayed. 

4. Click the left mouse button and Chelsee will start the conversation. 

5. When Chelsee finishes talking, three 'Response Attitudes’ will appear in 
the boxes in the lower right corner of the screen. Click the A. B, orC 
button (next to Ike Response Attitude boxes). Tex will respond to Chelsee. 

6. To EXIT the conversation, you must continue the dialog until END 
CONVERSATION appears as a response or until the character ends tlie 
conversation. (This limited exit patit is required so that the character 
will knowhow to respond to you should you meet again.) 

7. Conversations with all characters arc conducted in the manner 
described above. 

Asking Characters Abeat Things 

Ihere are many paths your conversations can follow, but many lead to a 
point where you can a^ the character about things. When titis happens. 
ASK ABOUT will appear as one of the responses. Click this response and 
the Ask About list will appear. Click any subject in the list and the character 
will respond to your questioo. 

Qffering Bribes to Characters 

Some of the characters you meet in the program will not cooperate until you 
get something for them. This makes it necessary for you to offer them 
something from your Inventory. to “OFFERING Inventory Items To 
Characters’ in Chapter Five. 




Ending a Conversation 

There are two ways to end a conversation. First, you may offend the charac- 
ter you're talking to and get booted out automatically (or killed in extreme 
cases). The other possibility is that you proceed to the point where END 
CONVEISATION appears as a response. Early exit from a coavetsation is 
not allowed. 

Saving Before Conversations 

Saving before starting a conversation is a good idea for several reasons. 
First, if the conversation doesn't progress the way you would like, you can 
resume at the point immediately before the conversation and start again. 
Second, you may sec an intriguing Response Attitude that you are curious to 
hear, but feel that you should use a different attitude. Saving before the con- 
versation allows you to go back and sec all the different possibilities, Refrr to 
tke section on “Starling, Saving or Resuming a Game" in Chapter Ten. 


2 


Under a Killing Moon Users Guide 



Traveling 


On the street where vou live (Chandler Avenue) . you can walk to a new loca- 
tion, open a door and go inside. In order to travel to a location outside the 

VOU WtU HC^d U> 


Getting Your First Travel Location 

When you start playing Under a Killing Moon, there are no travel (lesuna- 
lions. 

To gel your first travel destination: 

1. Walk to the front of the Brew & Stew, 

2. Rck up the newstiaper on the sidewalk, 

3. In the Inventory, examine the newspaper, 

4. Left click on the article titled 'Burglaries Baf/le Police . ' 

5. Click the Resume button to exit from the newspaper article, 

6. Click the Resume button to exit the Examine saeen, 

7. The Police Station will now be available on the '1 ravel Screen, 


Using the Travel System 

To Use the Travel System: 

1. CUck the Travel button. This wiU display the Travel Screen in the 
Action window. 

2. On the Travel Screen. cUck the location you want to travel tu. The but- 
ton will flash yellow. 

3. Click the Go To button. 


Important: Some locations, such as the street on which Tex lives, are made, 
up of multiple locations fi.e. the Pawnshop, the Electronics Shop, etc.) . 
These multiple locations are called sub-locations. 


To Travel to a Sub-Location: 

1, CUck the Travel button. This wiU display the Travel Screen in the 
Action window. 


2 



Note: Sulhlocaliotts do not appear m the 
Travel System until you have gone lo them 
once. 


2. On the Travel Screea click the location you want to travel to. The main 
location will appear on the side of the lower window. Any sub-loca- 
tions (you've gone to) will appear on the right side of the lower window. 

3. Click the button for the sub-location you want to travel to. The button 
will flash yellow. 

4. Click flie Go To button. 


Q Under a Kllliag Moon Users Guide 





IB n,— 

i 

1 

«>«•« <a« J 

r "gr~~ i 

i 

1 

1 

i 

Hint direclory screen. 

^ XSifiBn '*•>*"■* 

•••< 


t 

1 

1 

i 

!r— a. -1 rSMialJ 

1 

i 

i 

1 

'S=r~-^ 

A somple hint screen. 


Note: When you ashfora hint, the line 
appears in black and will stay black until you 
kave completed the step. All completed steps 
appear in blue. You cannot ask for anoth- 
er hint until you have accomplished the 
action for the previous hint 



Oose op ol Tblol Fbinis. 


The Hint Xvstem 


Under a Killing Moon features a multi-level Hmt System which is desiped to 
provide as much help as needed when playing the ^e. It is also designed 
to encourage the user to solve puzzles with as little help as possible. 

Using the Hint System 

To Get a Hint 

1 CUck the Him button. TOs wiU display tlie Hint Directory The 
topics listed are unresolved puzzles. This provides a l^el I Hint and 
costs I point 

2, Find the puzzle you want a hint for and click on it This will bring up the 
Steps Completed For... screen. This screen displays liow many steps 
must be completed, and how many have already been completed. Tins 
provides a Level 2 Hint and costs zero points. 

3. If you want a Level 3 Hint (teU me exactly what to do) . cUck the button 
next to the blank line highest on the screen. A hint will appear. Tins 
costs you 4 points. 

Important: The program uses a Point System in which you earn points by 
80& cases, getting objects, etc. Each Hmeyou ask fir a hint, m orepenaU 
Ued points. In order to earn a perfect score of 1000 points, you will need to 
complete Ihe pre^m ivithout using hints. 

If you would rather run the program without using hints, you can prevent 
access to the Hint System. 

ToTum On/Off occesss to the Hint System: 

1. Click the Auxiliary Panel button. TTiis will display the Auxiliary Panel. 

2. Click the Config button. This will display the Configuration screen. 

3. On the Configuration screw, go to where it says Hints and click in the 
On or Off box. 

The Point System 

There are many pmhs that take you to the end of the story, and there is a 
great deal to see and do in the program. To encourage you to investigate the 
^gram thoroughly, we have included a point system. Ea^ time you solve a 
Le or pick up an object, you are awarded a certain number of points. K you 
do evwything possible in the program (and don t ask lor any tots) , yo“ can 
reach a perfect score of 1000 points. Points are displayed on the side of the 
Control Itoel and on the hint screens 



Hof Keys and Addifional 
Onfions 


The following Hot Keys and Options can be used while plajdng the game; 

Hot Keys 

KEY FUNCTION 

MISCEUj\NEOUS 
FI or? Bring up the 

F2 Display the movement mode graphics in HIGH 

ResolutioH. 

F3 Display the movement mode graphics in MED 

ResolutioH. 


F4 

E^orX 

F7 

F8 

no 

Fll 

F12 

Spacebar or 
Center Mouse 
button 


Display the movemenl mode graphics in IX)W 
Resolution. 

Turn Captioning (Text) On or Off 

Set the Tilt Control to NORMAL (Dp Arrow key tilts uj) 
and the Down Arrow key lilts down) 

Set the Tilt Control to REVERSE (Up Arrow key tilts 
down and the Down Arrow key tilts up) (as in most flight 
simulators) 

Set SLOW walking speed 
Set MED walking speed 
Set FAST walking speed 

Switch between MOVEMENT mode and INTERACTIVE 
mode. 


Any Key Bypass a movie sequence or voice over. 

P Pause a movie sequence or voice over. (Press any key U) 

continue.) 


XhTTERACnVE MODE 
N Bring up the /WAT SiOTEM 

V Bring up die TRAILL SrSTEM 

I Activate the IPfVENTORYSYSTEM 



FfeUp 


1 

i 


) 

1 


Go to the PREVIOUS PAGE of Inventory Items or Ask 
AboutTopics 

PgDn Go the NEXT PAGE of Inventory Items or Ask About 

Topics 

= Bring up the COMBINE SCREEN (Inventory must be 

active) 

E EXAMINE an iHoenlory item (Inventory must be active) 

Go to the PREI70HS PAG£ of text in the TEXT WINDOW. 
+ GototheA(ECT’P/!G£oftextintheTEXTWlNDOW. 

AUXILIARY PANEL 

P Open the AUXILIARY PANEL 

CorEse C\ose (he AUXILIARY PANEL 

N St^laNEWGAMB 

L LOAD A SAVED GAME mil RESUME play 

S &4kEA GAME 

0 Go to the CONFIGURATION SCREEN 

1 Run &ie INTRO SEQUENCE 

R Run the CRED/TS 

E EXITTODOS 


A 

B 

C 


1 

2 

3 

4 

5 

6 

7 

8 
9 
0 


CONVERSATIONS 
Select Response Attitude A 
Select Response Attitude B 
Select Response Attitude C 

WTNDOW SIZES 
5«ze the Action window to 240x180 
Sze the Action window to 320x240 
Sze the Action window to 400x300 
Sze the Acdon window to 432x324 
Szc the Action window to 480x360 
Sze the Action window to 560x420 
Sze the Action window to 640x480 
Size the Action window to 640x240 
Sze the Action window to 240x420 
Sze the Action window to 280x480 

COMMANDS (Interactive mode only) 


Hot Keys and Additional Options 


NOTE: Vie VIEW KEYS do not alter the 
walking directum but simply act os a ‘Head 
Turn’ as iong as the key is held down. When 
the key is released, the view will return tofirr- 
ward view. TO CHANCE YOUR WAUQNC 
DIRECTION to match Ike current view. 
DOUBLE CUCK the LEFT MOUSE BUT- 
TON or SWITCH into INTERACTIVE 
MODE. 


SOUND 

DI6ITRL SOUND DEUICEj 

Sound Bloster 16 

16 Bit Stereo 

I/O Port: 22Dh 
Interrupt: 5 
OMR: 1 

Onf* Offr 
EIItI U0L:l100 1 


MIDI MUSIC DEUiCE 
Sound Bloster 
I/O Port: 38Bh 

Onf« Oftr 
\rm uoL:iiaa 


The Sound Seciton of conftgufoHon screen. 


L Select the LOOK command if available 

G Slelecl the C£T command if available 

M Select the AfOhE command if available 

0 Select the OPEW command if available 

T Select the Ti4L/f command if available 

F Select the ON/OFF command if available 

VIEW (Movement mode only— must be held down) 
A Look LEFT 30 degrees 

S Look RIGHT 30 degrees 

Z Look to the REAR 

Q Look IJiFT 90 degrees 

W Look RIGHT 90 degrees 

U Look DOWN 30 degrees 

F Look UP 30 degrees 

Adjusting the Sound Volume 

Two types of sound are used in the game: Digital Formal and MIDI Music 
Format. Each type has independent volume and on/ off control. 

To Adjust the Sound Volume: 

1. Click the Auxiliary Panel button. This wiU display tlie Auxiliary Pancl. 

2. Click the Config button. This will display the Configuration screen. 

3. On the Configuration screen, go to the Sound section. There are two 
separate Volume and On/Off controls, one under Digital Sound Device 
and another under Midi Music Device. 

4. Click the up or down arrow keys to raise or lower the volume. 

5. To turn either sound Off, click in the Off box. 

Tip: Use the Test buttonfs) to check the volume level before returning to 
the program. 

Turning the Captioning (Text) On and Off 

Captioning can be displayed in the Text box under the Action window, which 
allows the hearing impaired to enjoy the program. To those who don’t need 
to read the text it may be somewhat of a distraction. 

To Turn On/Off the Captioning: Click the Text button. 

Tip: You can also log^e the captiomng by pressing the F5 or the X key. 


Under a Killing Moon Users Guide 



Note: The smaller the window size, the faster 
the movement will be. If you have a less poa- 
erfal computer, you will probably want to use 
a smaller window when walking around. You 
can. however, resize the .Action window at any 
time, even while moving. We recommend that 
users with slower computers use a smaller 
window when in Movement Mode and a larg- 
er window while in Interactive Mode. 



An example ol Exiting tfie Gome. 


Resizing the Action Window 

There are ten different sizes in which the Action window can be displayed, 
ranging from small (240x180) to full-screen (640x480). 

To Resize the Action Window: 

1. Chek the Auxiliary Panel button. This wU display the Auxiliary Panel. 

2. Click the Config button. This will display the Configuration screen. 

3. On the Configuration screen, go to Movement Mode in the 
Miscellaneous section. All ten window sizes are displayed. 

4. Click the box to the right of the screen siro you want 

5. Click the OK button to return to the program. 

Tip: You can also resize the screen by pressing any of die keys from 1 to 0 
on the keyboard. (See Hot Keys on 26.) 

Exiting the Gome 

Some of our testers have found that, even while playing Under a Killing Moon. 
they occasionally need to eat, sleep, etc. And if you gotta go. you gotta go. 

To Exit the Game: 

1. Click the Auxiliary Panel button. This «dll display the Auxiliary Panel. 

2. Click the Exit to DOS buUtjn. A warning box will be displayed, asking if 
you’re sure. 

3. Click the Yes button. 

Ploying the Intro or Credits 

The introduction sequence is only played when you start a new game. You 
can view it along with the credits for Under a Killing Moon at any titne by 
doing the following: 

To Pl^ the Intro or Credits: 

1. Click the Auxiliary Panel button. This will display the Auxiliary Panel. 

2. Click Uie INTRO or CREDITS button. 

3. The corresponding Video Sequence will play. You can bypats this or any 
video playback at any lime by pressing the spacebar and you can pause at 
any time by pressing P. 


Hot Keys and Additional Options 




Xtaifina/Xavilui/Resuininq 
a Game 


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rancgl ) 

Sloriing a New Gome, 


As all experienced game players know, saving is essential in games like 
Under a Killing Moon. This chapter discusses how to Start a new game, how 
to Save a game, and how to Resume a previously saved game. 

Starting a New Game 

The first time you start a new game, you will need to enter your name. If you 
start another new game at a later time, you caji play under the same name if 
you wish or use a different name. 

To Start a New Game under a New Player Name: 

1, Click the Auxiliary l^el button to open the Auxiliary Panel 

2, Oick the New Game button. The Ready to Start a New Game box will 
be displayed. 

3, Press the Backspace key if necessary to delete the name in the Player 
Name box. 

4, Type in a new player name. 

5, Click the OK button. A new game will automatically begin. 

To Start a New Game under an Exisfing Player Name: 

1. Click the Auxiliary Panel button to open the Auxiliary Panel. 

2. Click the New Game button. The Ready to Start a New Game box will 
be displayed. 

3. If the correct Flayer Name is displayed in the Player Name box, go to 
step 5. 

4. If you want to use a player name fivm the Name List box, dick the 
name to highlight it 

5. Click the OK button. A new game will autom^cally begin. 






Sovitig Q Game. 


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«*« J _CMa>J 


Resuming o Soved Gome. 


Noie: If there are more saved games than can 
be viewed at once in the Saved Comes box, use 
the scroti bar to the right of the box. 


Saving a Game 

To Save a Game: 

1. Click the Auxiliary I^el buDon to open the Auxiliary Panel. 

2. Click the Save button. The Ready to Save a Game screen will be dis- 
played. 

3. Click the Increment File Name and Save button. The Add Comment 
box will be displayed. 

4. If you choose to add comments to the saved game, file such as who 
you've talked to and what you've found out, type them in. 

5. Click the OK button. 

Resuming a Saved Game 

To Resume a Saved Game: 

1. Click the Auxiliary Panel button to open the Auxiliary Panel. 

2. Click the Load button. The Ready to Resume a Saved Game box will be 
displayed. 

3. All saved games are filed under Players' Names. In the Player Names 
box, click the pl^er name under which the game was saved. The 
name will appear on the left, and all the games saved under that name 
will be displayed in the saved games box below. 

4. In the saved games box, find the game you want to load and click on it. 

5. Click the Resume button. 

Viewing Saved Game Information 

Each time a game is saved, information about where you were in the game Is 

alsti saved. This information is useful when you want to resume a game. 

because it will help you remember which game to Load. 

To '^cw Information for Saved Games: 

1. Click the Auxiliary Panel button to open the Auxiliary Panel. 

2. Click the Load button. The Ready to Resume a Saved Game box will be 
displayed. 

3. All saved games are filed under Players' Names. In the Player Names 
box, cUck the player name under which the game was saved. The name 
wilt appear on the left, and all the games saved under that name will be 
di^layed in the saved games box below. 

4. Click and hold the Info button adjacent to one of the saved games. An 
information box will appear containing the Player Name. Game File 
Name, Date, Time, Day, and Location, with the Comment shown at the 
bottom (if you added a comment when you saved the game) . 

Description of the Saved Game Information: 

Pl^’cr Name: 'Fhe name of the player who saved the game. 

Game File Name: The name of the file wdiich contains fte saved game. 

Date: The date the game was saved. (From the computers internal calendar) 

Time: The time the game was saved. (From the computer's internal clock) 


Starling/Saving/Resuming a Game 



Day; The day refers to your point in the game chronologically when it was 
saved. Since the action in Under a Killing Moon is divided into seven days, 
the Day number will be 1. 2, 3, 4. 5, 6, or 7. 

Location: The location refers to your physical location in the game when it 
was saved. 

Comment: When you saved the game, you were given an opportunity to 
add your own comment to help clarify the point at which the game was 


Nottl: You cannot delete the name (^Ihf 
player who is currently playing. 

Note 2: Deleting a Player will also delete all 
games saved under that name. 

4. Click the Delete button. A warning box will be displayed. 

5. Verify that the name is correct and click the Yes button. 

To Delete a Saved Game: 

1. Click the Auxiliary Panel button to open the Auxiliary Panel. 

2. Click the Load button. The Ready to Resume a saved game box will be 
displayed. 

3. In the saved games box, click on the game you want to delete. 

4. Click the Delete button. A warning box will be displayed. 

5. Verify that the game is the correct one and click the Yes button. 


saved. 

Deleting Players and Saved Games 

To Delete a Player 

1. Click the Auxiliary Panel button to open the Auxiliary Panel. 

2. Click the Load button. The Ready to Resume a saved game box will be 
displayed. 

3. In the ITayer Names box, click the name of the player you want to 
delete. 


Under a Killieig Moon Users Guide 



U you’re not much of a traditiona] game player, but would still like to explore 
the Virtual World and see the Movie Scenes in the game, there is a way to 
See the Game with very little puzzle solving effort. 

This option Is called Easy Play and will allow you to enter the story at the 
beginning of each of the Seven Days and proceed from that point. All inven- 
tory items and other information from the previous days will be available. By 
using the Hints, and the Easy Play option you will be able to travel to most 
locations and see most movie scenes without much Brain Work. 

WARNING: Playing this way will significajilly reduce the overall continuity 
of the game, and may dimmish your enjoyment of it. It can most certainly 
ruin the ending for you. 

To use the Easy PltQ' option: 

1. Click on the Auxiliary Panel to open it. 

2. Click on the Ix«d button- The Ready to Resume a Saved Game box will 
be displayed. 

3. In the Player Nantes box, click on the player name of EASY. EASY will 
appear in the Player Name box, and the games EA.SY_00.001 (Day 1) 
through EASY_00.007 {Day 7) will appear in the Saved Games box. 

4. Click on the game that represents the Day you’d like to start playing. 
For example, clicking on EASY_00.003 will start you at the be^ning 
of Day 3. 

5. Click the Resume button. 

IMPORTANT: After using Easy Play for a while, you'll become familiar 
with the controls and how to play the game. At that point we strongly sug- 
gest that you begin a New Game under your own name (Seepage 30). You’ll 
enjoy a new level <4 entertainment if you play Under a Killing Moon fhm start 
to finish. 


55 



Technical Reference 



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CD-ROM secilon d corfiguiolion screen. 



Before calling our tech support lines, be sure to read the following sections 
carefully. This chapter contains important information about the operation of 
the program which may help answer questions or solve problems. 

The Configuration System 

The configuration system is accessed through the Auxiliary Panel, via the 
Config button. Here the user can lest the CD-ROM. Video, and Sound hard- 
ware and set up the game to suit their hardware and personal playing prefer- 
ences. 

To brii^ up the Config Screen: 

1. Click on the Auxiliary Panel Button to open the Auxiliary Panel 

2. Click on the Config button to bring up the Configuration Screen. 

There are five sections on the Configuration screen; 

CD-ROM Seefton 

The CD-ROM section is designed to allow users wiili multiple drives or CD 
changers to make use of the extra devices when playing the game. This fea- 
ture can be used to reduce disk swapping by having more than one disk 
available amuUaneously. It can also be used to easily switch drives for game 
play. (In a multi-drive configuration.) 

Drh-e Assignments: Each disk is assigned a drive letter. When the game is 
installed, the program asagns all 4 disks to the CD-ROM drive letter that 
was used for installation. If you have multiple drives or a changer, you can 
asagn a separate drive letter to each disk. Use the ARROW BUTTONS to 
change drive letters. 

Example 1: 

If you have two CD-ROM drives with drive letters E; and b':, you may want to 
assign DISK 1 - E: DISK 2 - E: DISK 3 - F: DISK 4 - F: 

Example 2: 

If you have a 6 disk CD changer vrith drive letters E,F,G,H,IJ; you can assign 
DISK1 = G: DISK2 = H: DISK 3 -I: DISK4 = J: 

IMPORTANT; If you set the disks to run on different drives, you must 
make sure the correct disks are in the corresponding drives. 



^ MEMORY 

EHtended Memory 
ooeilable: 

17704 k 


UIDEO m 

Speed: 2692 k/s 


Memc>ry and vidao seelion o( configutolion 
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Miscellaneous seclioii of conligufotion 


scteen. 


Transfer Rate And Burst Rate: These are the two most important perfor- 
mance characteristics of CD-ROM drives. 

Transfer rate is the rate at which data comes off the disk into tlie drive’s 
internal buffer. Burst rate is the rate at which data is sent to the CPU from 
the internal buffer. Transfer rates vary from ISOKB/sec (single spin) to 600 
KB/sec (quadspin). Burst rates vary from 300 KB/sec to 2MB/ sec. Higher 
ratesarebetter. Transfer rates below 150 KB/sec and burst rates below 300 
KB/sec may cause poor display performance, e^cially if associated with a 
slow video card. 

Click the TEST button to test tlie performance of the indicated drive. 

MEAtOffr Section 

The memory section reports the amount of Eictended Memory available 
while the iwogram is running. If the ejttended memory is below 8000 KB 
(8 MB), the graphics for the VR scenes (movement mode) will automatically 
scale to fit into the available space. The lower this value (below 8000 KB) , the 
more scaling that occurs and the more blocky the appearance of the scene. 
Low extended memory may also result in loss nfsomefiatures such as digital 
drums and environmental sounds. You may be able to increase the amount of 
extended memory available by removing or reducing the size of DISK 
CACHES. RAM DRIVES, etc. For information on how to make more memory 
available, see CraphiesAre Blocky During Room Searches on page 45. 

V7DEO Secfion 

Tlie video section reports the speed of the Video Display System (Uie rate at 
which video images can be pla^ on Uie screen) . Tliis is a function of boUi 
the spet^ of flic VIDEO CARD and the speed of the CPU and has a significant 
effect on the playback of the movie sequences. Very slow wdeo may cause the 
playback to be “choppy” and may cause the sound to break up. Click on the 
TEST button to check the performance t/ the video system. Values below .5000 
k/s are considered slow. Values above 12000 k/s are considered fast. 

MISCeUANCOUS Section 

The Misc-dlaneous section contains play options that can be set according to 
your personal preference. These include; Captioning. Hints. Walking Speed. 
Mouse Sensitivity, Tilt Control. Window Size, Rendering Quality, and tlie 
Interactive Mode switching. 

Captioning: Turn this option ON to print TEKF along with digital speech. 
Hot Key: F5 or Xkey 

Hints: Under a Killing Moon has a built-in ON LINE HINT SYSTEM. If you 
would prefer to restrict access to tlie hint system, select OFF. Even if you 
choose to have the Hint System ON. you are not required to use it 
Walking Speed: This refers to your speed of travel while in MOVEMENT 
MODE. Selecting LOW will give you greater control. Selecting HIGH will 
allow you to move faster. 

Hot Keys: Slow=^FI0 Med^Fll Fast^FlZ 

Mouse Sensitivity: Mouse Sensitivity refers to how quickly and to what 
degree the mouse responds when you move it Select LOW. MED or HIGH 
sensitivity. 


Technical Reference 



I 


Note: If you want smoother movement (fiater 
frame rales} . select a smaller window size. 

SOUND 

meiTRL SOUND DEUICE 

Sound Blaster 16 
16 Bit stereo 

I/O Port: 220h 
Interrupt: 5 
0MB: 1 

Onm Offr 
rfigii U0L:|1Q0 ^ 

MIDI MUSIC DEUICE 
Sound Bloster 
yo Port; 30811 
Ofi [K Off r 
U0L:{ia0 @ 

Sound section of configuration screen. 


Note: To huirall die sounds inihe^ane, 
juudnetsetboflidaices. The Digital Sound 
Device is required. The MIDI Music Device is 
not required, but recommended. 


Tilt Control: While moving around in Under a Killing Moon, you can till the 
view up or down. The Tilt Control option sets the controls to operate in 
Normi or Reverse mode. 

Normal; UPArrow-UP DOWNArrow=DN HotKey:F7 

Reverse: UPArrow^DN DOWNArrow=UP HotKey:F8 

Note; This option is available because many users are accustomed to flight 
simulators which use the up arrow to pib:h down and the down arrow to 
pitch up. 

Window Size: The size of the display window while in movement mode can 
be adjusted to any of 10 different ^s. Click the box next to the size you 
want or press the corresponding HOT KEY (1-0). 

Rendering Quaii^ Select HIGH. MED or LOW qualiRr. The rendering 
speed for high quality is slowest while the rendering speed for low quality is 
fastest. 

Hot Keys: High^F2, Med-F3, LowF4. 

Interactive Mode (Ahv^-s switch to 432x324): Activate this option to 
return to full ^ in INTF.RACnVE mode even if movement mode is set to a 
small size. 

SOUND Section 

Sounds in the game are stored in two separate formats and each format is used 
for a different purpose. All speech, digitized music and sound effects are 
stored in Digital format while the background music is stored in MIDI 
Music format The Digital format is played by tlie Digital Sound Device and 
the MIDI Music formal is played by the MIDI Music Device. 

The Sound section flocaled on the lower left side of the screen) contains the 
information for the Digital Sound Device and the MIDI Music Device. Both 
devices have a Test button, Volume control and On/Off check boxes. 

To Turn the Sound On or Off. Click ta one of the check boxes. 

To Test the Sound: Click the TESl' button. 

ToAdiust the Vedume: Click the Up or Down Arrow buttons. 

Tip: Since the Diptal Sound and the Midi Music often play simulUneously, 
adjust the volume levels so the music won’t drown nut the speech. 

To Configure the Sound: Click on the Set Sound Device button. TTiis will 
bring up the sound setup screen. (Refer to the section on Configuring the 
Sound, below.) 

Configuring The Sound 

Afosf sound cards can /unction as both Ike Digital Sound Device and the MIDI 
Music Device and can play both formats simultaneously. Therefore, setting 
up your sound system normally involves identifying which card you have 
and finding the correct liardware configuration (I/O Ports. Interrupt, and 
DMA channel). 

SeHfng ihe DIGITAL SOUND DEVICE (must be set) 

Click OK if necessary to bring up the screen that says Digital Format. This 
is where you select the Digital Sound Device. Highlight your device (card) in 



Under a Killing Moon Users Guide 



SOUND 



Sojrd wclion o( configuration screen. 


Nuc I — UKkl^ Some sound cards do not 
react well to the interrogation process and 
may lock up the computer. If this happens, 
rebootandtryAUTODETECTogain. 'Pie 
program keeps track o/combinaHons which 
cause a lock up (during Auto Delect) and will 
not try that combination again. If you instaii 
anew soundcard, be sure to click Ihe CLEAR 
LOO button befjre using AUTO DETECT. 

Note 2 — PhioTOm Detectkns: Some sound 
cards can be mistaken for other cards. This 
produces what is called [hantom Detections. 
The A UTO DETECT process appears to find a 
card that realty isn V there and the SOUND 
TF.STdoesn’1 wort (of course). Inthiscase 
you should try AUTO DETECT again and 
select CONTINUE rather than ACCENT 
when Ike program pauses on Ae phantom 
card. 


Ihe Device its/ by cUcking on it If you do not krunc which device or which set- 
tings to use, click the AUTO DETECT button (See below). Use the UP or 
DOWN arrow buttons lo change the I/O Port Interrupt and DMA channel 
settings. 

Test the ifewceby clicldng the SOUND TESI'button. If you hear digitized 
speech then the test was successful and you should click OK to confi«ue. If 
you do not hear any speech, the test was not successful- You may want to by 
other I/O, Interrupt and DMA settings, or you may want to try AUTO 
DETECT again. 

Setting the MIDI MUSIC DEVICE (should be set) 

Click OK or CONTINUE if necessary to bring up the screen that says Midi 
Music Format. Here you will select the Midi Music Device. Usually, the same 
card you selected as the Digital Sound Device can function as the MIDI 
Music Device. If so, it will already be highlighted in the Device list. You can 
keep this device or select another device by clicking on it Then use the UP 
or DOWN arrow buttons to set the /’orfc If you have enough memory, 
the Digital Drums checkbox will appear. Make sure this box is checked if 
you wish to have Digitized Drums with your MIDI Music. Now Test the 
device by clicking Ihe SOUND TESTbutton. If you hear music, tlien tlie lest 
was successful and you should click OK to continue. If you do not hear 
music, the test was not successful. You may want to try other I/O Port set- 
tings. 

Using the AUTO DETECT fcofure (Digital Sound Device only): 

If you do not remember which sound card you have {a common problem) or 
which settings lo use for the Digital Sound Device {a very common pi ob- 
lenrt. you can ask the Sound Module lo find out for you. 

This feature is called AUTO DETECT and works as follows; 

The program has a list of sound cards and it knows how each card is sui> 
posed to respond when interrogated. Starting wiili the most common card, 
the program checks to see if it is out there. If there is no response, then the 
next most common card is checked and so on. If the card does respond, 
then the appropriate settings are retrieved and the program pauses and dis- 
plays the name of the card and the settings. At this point you can click llip 
button to stop the AUTO DETECT process or click the CONTIN- 
UE button to keep trying. 


Technical Reference 



The CONFie.INI File 

The CONFIG-INI file contains all the game configuration data. This file is an 
ASCII text file and can be modified by the experienced user to change the 
game configuration. Some options in the C0NF1G.INI are not available 
the Configuration Screen Interfere (within the game). 

Please be careful when changing these parameters, as incorrect values can 
cause unpredictable results. To restore the system to the Defyult 
ConfiguratioH, simply delete the CONFIG.INJ file and run the game. 

The following is a sample listing of the CONFIG.INI file, with descriptions of 
the configuration options available. 


Listing 

[DlGI_CONFIG] 

BoardNum»3 

IoAddr-0x220 

DMA-5 

Int-5 

Volume-100 

IMIDl.CONnG) 

BoardNum-l 

IoAddr-0x388 

DigxDrums-Yes 

Volume-l(X) 

ISYSTCMI 

LastPlayer-JOHN 

Pass-1 

Chainlnt8-Yes 

ChainlntIC»Yes 

IPREFl 

Hinls-On 

Captioning-Off 

WalkingSpeed-Med 

MouseSens-Med 

TillCntrl-Reverse 

WindowSize-4 

Rendering-High 

Auto432x324-Off 

CyberMouse-Off 

MPEG-Off 

ForceScaling-Off 

[VIDEO] 

TratisferRate-8000 

DirectDiive-0 

[DEBUG] 

Logfile-debug.log 

Mono-Off 

Display-Off 

Printer=Off 

SectionFlag-Off 


Description 

Digital Sound Device 
Board It (fi-om SOUND.INF file) 

I/O PortAddress 
DMA Channel 
Interrupt# (IRQ) 

Volume (O-KW) 

MIDI Music Device 
Board it (from SOUND.INF file) 

I/O PortAddress 

Digital Drums On/Off Qf mem > 4MB) 
Volume (0-100) 

System Settings 
Name of liist Hayer 
U Pass-0, go direct to sound config 
Chain to Interrupt 8 after we're done 
Chain to Interrupt 1C after Int 8 

Preferences 
Hints - On/Off 
Captioning CText) - On/Off 
Walking Speed - Slow/Med/Fast 
Mouse Sensidvily - Low/Med/High 
Tilt Control • Normai/Reverse 
Window Size - 1-2-34-50-7-8-M) 
Rendering Quality « l.ow/Med/High 
Auto Switch to Size 4 Window - On/Off 
Use CyberMouse for Control - On/Of 
Use MPEG board (Not operalionaD 
Use pre-scaled data (Not operatinnal) 
Video Section 

Video Speed Benchmark (for info only) 

If =1, do not use VESA (Not operational) 
Debug Section (for tech support) 
Name of Log File 
Monochrome Display = On/ <Dff 
Display Debug Info - On/Off 
Print Debug Info = On/Off 
Turn Section Flag On or Off 


Utielee a Kiffina Moon Users Guide 


CD-ROM Mapping Section 
Drive Leller where Disk 1 is found 
Drive Letter whei c Disk 2 is found 
Drive Letter where Disk 3 is found 
Drive I-etter where Disk 4 is found 
Not included for normal operation. 

Available drive letters. Adding this line 
will cancel search fur CD-ROM drives, 
and program will assume drive letters are 
valid. To run on a nWwork, place net 
drives here. 

Graphic Performance and Quality 

Under a Killing Moon has two graphic display systems, the Virtual Reality 
Engine and the Movie Scenes Engine. The performance and quality of each is 
affected differently by various hardware configurations. 

The Virtual Reality Engine (VS) is tlie graphic display system llial moves 
the user around in a room or other environment. The speed of the CD-ROM 
drive has no in/tuenee on the speed of the VR (other than the time required to 
load the room). 

Machine Speed and Video Card Speed are the two factors which determine the 
Speed of the VR fsmoortnessor/enStiness). To obtain the best performance 
(highest frame rale), reduce the screen ^ in the Movement Mode by 
pressing 1.2. or 3 on the keyboard. A user with a 386 computer may have to 
set a small screen size (presslor2on the keyboard), while users with 
Pentium 90's and a fast video card should be able to run at full sa-een. Also, 
computers with loxtal Bus video will have a signilicanl advantage over those 
with standard ISA bus video. 

The amount (^Extended Memory Available is the factor which determines the 
Quality of the VR (Uockiness). Under a Killing Moon has VR rooms which 
will use up to 8 MB of extended memory if you have it. To see all the VR 
graphic data in the game as detailed as it can be, requires approximately 8 
MB of available extended memory while running. To check your available 
memory, go to the Corifiguralion screen. (See page 34) If you unly have 8 MB 
of RAM in your computer, you will not be able to gel 8 MB free when run- 
ning. You should free up as much as possible however. Tlic VR graphics will 
scale to fit in whatever amount of free memory you have. If you can gel 6 MB 
free, your graphics will still look great and most people will not notice a dif- 
ference. To make more memory available, disable any Disk Cache or Ram 
Drives (i.e. SMARTDRV or RAMDRIVE) or other programs which reserve 
significant amounts of extended memory. Ihis may also include Memory 
Managers. Under a Killing Moon uses a 32 bit DOS Extender and docs not 
require a memory manager. Also free up as much DOS (lower 640k) memo- 
ry as possible by removii^ non-critical TSR programs. The program will use 
the lower memory first before it starts to use the extended memory. One 
way to free up more DOS memory is to make a Boot Disk that contains only 
essential drivers and data. Once the Boot Disk is created, you simply restart 
the computer with the Boot Disk in the floppy drive. This method can make 
more memory available by cleaning up the boot process. You can return the 
computer to its normal state by removing the Boot Disk and then resetting 
the computer. A ^cial Boot Disk Maker is provided with this program to 


[CD_MAP1 

Diskl=E 

Didc2-F 

Disk3=G 

Disk4=H 

AvailableCDs=DEFGHU 


Technical Reference 


assist in this process. To use it go to the ''MOON directory and type; BOOT 
[enterl- Be sure to have a floppy avaiJahle for use as the Boot Disk. 

The Movie Scenes K ngm p is the graphic display system which plays the 
Audlo/Video scenes. This system is used during the introduction sequence, 
conversations, and in many other parts ofthegfame. Graphic and sound data 
for these scenes is interleaved on the CD and streams into the computer to 
be displayed by the video card and played by the sound card. The four com- 
ponents ^fectii^ performance here are the CD-ROM's Trans^ Rate and 
Burst Rate, the V^eo Card Speed, and the CPU Speed. If any one of these is 
slow, the movie scenes suffer. Symptoms include, jerky tideo and sound 
which breaks up. The sad part is that any machine (regardless of the CPU) 
that has a slow CD-ROM burst rate or video card can exhibit poor perfor- 
mance. Under a KUliugMoon will help you benchmark your system to make 
you aware of any performance bottlenecks. Refer to the section titled The 
Configuralum System on page 34 for more information on testing the perfor- 
mance of your CD-ROM drive and video card. The amount of memory avail- 
able has no effect on the perfirrmonce or quality of the movie scenes. 


Frequentlv-Asked Quesfions 

Why did it fake 4 CDs to make this game? 

When we began the Under a Killing Moon project, we threw away all previ- 
ous conceptions of an interactive movie, induding size. Our mission was to 
combine the best of what a Movie has to offer (story, pacing, character 
depth, intrigue, humor, special effects, sound) with the best that a Computer 
Game has to offer (Virtual Reality, interactive participation, multi-path devel- 
opment). We had never done a project even close to this size before. Our 
largest game to this point was (Tountdown which required approximately 21 
MB of hard disk space. UKM represents approximately 2.3 GigaBytesof 
data. That is over 100 limes the dze of Countdown. WTien we could see that 
the game would require more than 3 CDs. we had to decide whether or not 
to cut scenes. We decided not to cut but to go to 4 CDs and duplicate often 
needed files to reduce the frequency of disk swapping. 

' / don't like to solve pozz/es, but I would really tike to explore the 

rooms and see the movie scenes. Is there a way for me to do that? 
Yes. We have included seven special Saved Games that will allow you to start 
play at the beginning of each of the Seven Days. This option is called Easy 
Play and all inventory items and other taformation from the previous days 
will be available. By using the Hints, and the Easy Play option you will be 
able to travel to most locations and sec most movie scenes without much 
Brain Work. 

I Refer to Chapter Eleven, Easy May Option. 

I saw the Demo of this game at a store and it looked great tuf on 
my machine, the graphxs seem much more blacky. Whati wrong? 
Not enough available memory. 

Refer to Chapter Fourteen, Problems and Solutions— Graphics are blacky dur- 
ing room searches, page 45. 

Why does my sound break up occasionally? 

Slow CD-ROM drive or Video Card. 

Re^to Chapter Fourteen, Problems and Solutions — The Sound Breaks Up, 
page 44. 

The manual talks about Digital Drums, but where do I turn them 
on? 

If you have enough Extended Memory, Digital Drums can be added to your 
MIDI Music Device to create a more realistic music track. This option will 





Note: tthen Extended Memory avuilableg^ 
below 4000k (while running), Ike environ- 
mental sounds and the digital drums are not 
allowed to load and the Digital Drums check 
box will not appear OH the Set MID! Music 
Device screen. 


automatically aw>ear when you set up your MIDI Music Device. Place a 
mark in Digital Drums check box to turn the drums on. See page 37fiir more 
in/brmatioH. 

When I walk around, the movement is slow and jerky. What is 
wrong? 

Your CPU and/or Video Card is too slow. 

Refer to Chapter Fourteen, Problems and Solutions— When walking around, 
the movement is very slow and perky, page 45. 

My sound is okay, but I'd really like to have better sound. What 
can I do? 

Digital sound in Under a Killing Moon (speech, digititiaed music, and sound 
effects) was recorded at 22 kHz in 16 bit-s. This means that to play it back at 
that qtialiQ', you need a 16 bit sound card and a good set of speakers. You 
could also incorporate a MIDI Music Device that can do high quality FM 
synthesis or wave table syntheas. See your local retailer for help in choosing 
good sound hardware or call our technical support department. 

What can I do to make the game run faster and smoother? 

Upgrade your hardware. This nay mean one comiwnenl or your entire sys- 
tem, to rte section Uppvde Suggestions on page 47. 

I want to upgrade my system. Should I buy a 486DX2 66 or a 
Pentium or what? 

Please refer to the section titled Hardware Upgrade Suggestions on page 47. 

f don't like to swap disks. Can I use another CD-ROM drive with 
the gome and how hard will it be to hook one up? 

You can use multiple CD-ROM drives or a CD-ROM Disk Changer such as 
the sue disk Pioneer DRM 602X or DRM 604X. 

In a multiple drive system, you can install additional internal or external dri- 
ves. In most cases this requires that you install a SCSI (scuzzy) adapter card 
in your computer. One SCSI adapter can control up to seven SCSI devices 
such as CD-ROM drives, hard disks, removable drives, etc. This is not a dif- 
ficult task if the components are compatible, and the newer SCSI adapters 
from companies such as Adaptec and Future Domain seem to do a better job 
than in the past. It would be a good idea before buying a SCSI adapter and 
SCSI drives that you make sure you can get help if you need it. They can 
sometimes be real tricky. The good thing about SCSI is that once you gel the 
adapter worWng. it is normally easy to add extra drives aJid other compo- 
nents to your system. Talk to your local dealer. 

In a Disk Changer configuration the device normally appears to DOS simply 
as extra drive letters. For example the Roneer DRM 602X is a six disk 
(SCSI) system and might appear as drive letters E:, F:, G:, H;, I;, and ]:. The 
magazine holds sk CDs at a time and there is a short delay (6-10 sec) while 
the changer swaps disks. 

Under a Killing Moon will allow you to assign separate drive letters to each 
of the four CI>ROM disks so you can make use of either setup. Refer to 
Chapter 12, page 34. 


Under n Killing Moon Usen Guide 


what is VESA Local Bus and PCI Local Bus. Which is best and do I 
need one? 

VESA Local Bus (VLB) is a local bus standard set forth by the Video 
Electronics Standards Association. PCI Local Bus (PCI) is a local bus stan- 
dard set forth by INTEL Both are widely accepted and many manufacturers 
produce hardware for both VLB and PCI. Both are good, VLB has been 
around a little longer and is a little more established, while PCI is newer and 
has the potential to run at higher speeds than the current VLB- To obtain 
maximum performance you definitely want a computer with a motherboard, 
hard disk controller, ajid video card that are either VLB or PCI Local Bus. 

Is there any way to copfitre screens from the gome? 

Yes. To capture a screen, press ALT-C. The screen will be saved into the 
\MOON directory as a &40x480. 8 bit color-mapped TARGA file called 
SCROOOOO.TGA. Subsequent captures will save as SCRCKXXll.TGA, 
SCR0(KX)2.TGA and so on. Capture works anywhere in the gatne including 
VR Rooms and Movie Scenes. The capture routine is very fast, so don’t hold 
the keys down very long or you’ll capture more than one copy of the same 
screen. 

Note: The screen capture is an 8 bit color-mapped TARGA file (Type 1) . A 
640x480 scrc-en produces a 307986 byte file that will load directly into 
AutoDesk's Animator Pro, Aldus PhotoStyler. and most other paint or pub- 
lishing programs. 

I'm having a problem with the game. Should I try to solve it myself 
or call your technical support department? 

If you’re having problems, do the following: 

1 . Read the Manual. We have tried to answer as many questions as possi- 
ble regarding playability and technical problems in the manual. If you 
think your problem is a technical one. read chapters 1,12,13, and 14 
carefully before calling. 

2. Before you call, determine if Ihe problem is a how to play question or a 
fwAnica/ question. If die problem is technical, try to compile as much 
information about your system as possible and have it handy for refer- 
ence as you talk to the support technician. Information such as the type 
and speed of your CPU, how much RAM you liave, the brand and speed 
of your CD-ROM. and the brand of your sound card will help a lot in _ 
solving your problem- A printout of your CONFIG.SYS and AUTOEX- 
EC.BAT files would also be very useful. The more you can tell him or 
her, the fe.ster the problem can be diagnosed and solved. If you are a 
computer novice and don't know how to get the above infi)rmativn. don't 

worry Just call us, and our courteous technicians will help you through it 

It will Just take a tittle longer 

3. Try to be at the computer as you call. 

4. Call our Technical Support Hotline. See chapter 14, page 49. 


Frequently Asked Questions 


Trouble Xhoorinu and 
Technical Xumtori 

Problems and Solutions 

Problem: When I try to install the game, it 8£0« that I don’t have a 
VESA driver. 

Cause: The program could not find a VESA driver either in ROM or in 
memory. A VESA compatible video card and driver is required to play 
the game. 

Solution: Run the program called SBTVESA as follows: 

1. Make sure Disk #1 is in your CD-ROM drive. 

2. Switch to your CD-ROM by typing; D: [Enter] where D: is the drive 
letter of your CD-ROM. 

3. Run SETVESA Type: SETVESA [Enter] 

4. Follow the instructions on screen to install a VESA driver for your 
video card. 


Problem: When I try to run the game, it says that I don’t hove 
enough memory. 

Cause: You do not have enough available memory to allow the game to run. 

Solution: Refer to the problem titled, Graphics are blacky during room 
searches below. The solution to both problems is the same. 

Problem: The Sound breaks up. 

Possible Cause 1: Your CD-ROM is too slow. 

Go to the Config screen and check the Transfer Rate and the Burst Rate 
of the CDROM. The Transfer Rate should be at least 150 k/s and Ihe 
Burst Rate should be at least 375 k/s. If the rates are lower than this, 
then your CD-ROM drive is too slow and your sound may break up 
because the data cannot be read fast enough. 

Solution 1: GetafasterCD-ROM drive. The newer double spin CD- 

ROM drives have transfer rates of at least 300 k/s and burst rates of at 
least 500 k/s. See yom- local dealer for help in selecting a CD-ROM 
drive and interface card. 

Possible Cause 2: Your Video Card is too slow. 

Go to the Config screen and check the Video Speed. It should be above 



5000 k/s. If it is not. then you have a slow video card. 

Solution 2: Get a faster Video Card. See your local dealer for help and 

be sure to get a card that is fest in DOS as well as windows. 


Problem: Graphics are falocto' during room searches. 

Cause: Not enough available memory. 

Go to the Config screen and check the Extended Memory. If you have 
less than 8000K available, the graphics have to scale H) fit into memory 
and the more scaling (hat occurs, the more blocky the appearance. 

Solution: Free up as much extended memory as you can by removing any 
Disk Cache or Ram Disk programs Q.e.SMARTDRV orRAMDRIVE). 
Also free up as much DOS (lower 640k) memory as possible by remov- 
ing non-critical TSR programs. One way to accomplish this is to make a 
Boot Disk that contains only essential drivers and data. Once the Boot 
Disk is creaffid, you simply restart the computer with the Boot Disk in 
the floppy drive. This method can make more memory available by 
cleaning up the boot process. You can return the computer to its normal 
state by removing the Boot Disk and then resetting the computer. A 
special Boot Disk Maker is provided with this program to asast in tliis 
process. To use it, go to the 'MOON directory and type: BOOT [enter]. 
Be sure to have a floppy available for use as the Boot Disk. 

Problem: I don’t get any environmental sounds (like wind). 

Cause: Not enough available memory. 

When Extended Memory available gets below 4000k. the environmen- 
tal sounds and the dij^tal drums are not allowed to load. 

Solution: Refer to the previous solution for suggestions on how to free up 
memory. 

Problem: When walking around, the movement is very slow and 
jertO'- 

Cause: Your CPU and/or your Video Card is too slow. 

Solution: To obtain the smoothest movement, reduce the screen size in tlie 
Movement Modeby pressing 1,2, or 3 on the keyboard. You may also 
consider upgrading your hardware. See the section titled, Hardware 
Upgrade Su^estions on page 47. 


Problem: I can't get my sound to work. 

Solution: Setting up the sound system can be a very frustrating process, 
especially ifyou've just installed a new card. Sound card problems are 
our number one customer support problem, so don’t feel bad. UKM 
(Under a Killing Moon) has a very sophisticated sound setup and auto 
delect module which will help you find die correct settings for your 
card. Try the suggestions below before you call our technical support 
department. Also refer to the section entitled Sound Card Trouble 
Shooting OB page 47. 


Trouble Shooting and Technical Support 


Note: SouhH cords can somelimts have 
Merrupi and DMA conflicts with other hard- 
ware. Symptoms include, strange program 
behavior, distorted sound and lockups. If you 
suspect a cort/lici problem, check your sound 
cant manual /or instructions on how to 
change parameters and try different settings, 
'then go into UKMand make changes tv 
match the card. 


1. Make aire that flie check boxes for both the Digital Sound 
Device and the MIDI Music Device are set to ON in the Configuration 
Screen. See page 36. 

2. Verify that the system is properly connected and working outside 
of UKM. Most cards come with some self-diagnostic programs or you 
may try using it in windows. If you can't get it working, try to call the 
card manufecturer first This would be your quickest solution. If you 
can’t get help from the manufacturer, call us. Well try to help you gel it 
working. 

3. Try to Auto Detect your card. Go to the Set Sound Device screen 
in UKM (seepages?.) and click the Auto Detect button. If Autu Detect 
finds a card, go to step 4. If it does not find a card, call our technical sup- 
port department If the computer locks up, reboot the machine and 
repeat step 3. The program keeps track of the lockups and will try a dif- 
ferent lest each lime. 

4. Once Auto Detect has foimd a card, click on the Accept button. 

5- Now test this card by pressing the Sound Test button. If you 
hear a voice, click the OK button and proceed to step 7. If not, click on 
the Auto Detect button again. Auto Detect will find the same card that 
you just tested, but this time, click the Continue button. Tlie last card 
may have been a phantom detection, and we want to see if it can find 
anothermatch. If it finds another card, click Accept and repeat step 5. If 
it doesn’t find another card, proceed to step 6. 

6. If Auto Delect has found a card but the sound test doesn't work, 
it may be that the I/O Port, Interrupt, or DMA channel is not set cor- 
rectly. Normally, Auto Detect will fijid the correct settings, but nor 
always. Try different values and dick the Sound Test button to lest 
each setting. Ifyou are still unsuccessful, call our technical support 
department. 

7. If you passed step 5. the hardest part is over. Click continue until 
you get to the MIDI Music Device screen, then click the Sound Test 
button. If you hear a tune, dick the OK button and you’re done. If not, 
try different I/O Port settings. Ifyou are not successful, call our techni- 
cal support department 


Problem: I have a 3 button mouse but my center button doesn't 
switch modes. 

Cause: You do not have the correct driver for your 3 button mouse or the 
center button is no) activated. 

Solution: Refer to the documentation that came with your mouse. Make sure 
you have the corred driver and that it is set to use the center button. 

Problem: The game locks up when I try to run it 
Solution: From the \MOON directory, type; 

RENAME CONFIG.INI CONHG.OLD [enter] 

Then try to run the game. If the game runs, this means that the prob- 
lem was probably incorrect sound card settings in the CONFIG.INI file. 


Under a KlUliig Moon Users Guiefe 


NOTE: Most $ou«d cards provide a tnuerpro- 
gram fttr assisting relative volumes. You may 
need to run this program and set your vcdumes 
before starting the game. 


You'll have to set up your sound card again as described in chapter one. 

If the game stilt locks up. put your old CONnG.INI file hack by typing; 
COPY CONUG.OLD CONFIG.INI tenter] from theSMOON direc- 
tory. Then call our technical support department 


Sound Card Trouble Shooting 

SOUND BLASTER AWE 32; The AWE 32 will auto detect as a Sound 
Blaster 16. You will need to manually select AWE 32 in the Sound Device 
screens, 

ESS AUDIO DRIVE; Will autodeiectas a Sound Blaster but will not work. 
You must select ESS in the Sound Device screens. 

AZIEC SOUND GALAXY; Can be configured as a Sound Blaster or a 
Microsoft Sound system. We suggest you use the Microsoft setting for bet- 
ter quality sound. The Sound Galaxy will detect as a Microsoft Sound 
System but the DMA Channel returned may be incorrect for the card. You 
may need to try a different DMAChaiuiel to make the driver work. 

GRAVIS ULTRASOUND & ULTRASOUND MAX; Your version otUKM 
might not contain a MIDI driver for Gravis (we hope to have one soon.) 
Bease contact us for an update. Autodetect may lock up when it tries to find 
a Sound Blaster with a Gravis in the computer. If this happens, turn off your 
computer and restarL The next time, aulodetect will bypass Sound Blaster 
and correctly detect Gravis. NOTE: If you get an “off hoard parity error" or 
‘CMOS mismatch error," don't uiorry. simply turn the computer off and restart. 

ENSONIQ SOUNDSCAPE; Autodetect will detect the Ensoniq as a Sound 
Blaster and a Microsoft Sound System but will not worit correctly. You must 
select the SoundScape device. The first time you press the "Sound Test" but- 
ton following an autodetect you may hear static or silence. If you have select- 
ed the SoundScape device, press the "SoundTest” button a second lime and 
it will worit fine. 

MICROSOFT SOI iND SYSTEM: If you attempt to configure the Microsoft 
Sound ^stem as a General MIDI device, you will lose music completely. In 
order to restore musac you will have to exit and re-enter the demo and con- 
figure the MIDI device as a Microsoft Sound system. 

MEDIA VISION PRO AUDIO 16: Users with VESA local bus video cards 
may experience distorted sound. Sometimes configuring the card as a 
Sound Blaster will 'improve this problem. 

LOGflECH SOUNDMAN 16; May be configured as a Media Vision Pro 
Audio 16 or a Sound Blaster 1.0. 

ROLAND RAP 10; Will work as a MIDI music device but might not work 
as a D'lgital Sound device. Call us for an update. 

Har«lware Upgrade Suggestions 

Here are some guidelines. 

1. Make sure your CPU is fast enough. If you want to run fest, youll need 
at least a486DX2/66mHz Local Bus system. Get the festest machine 
you can afford. A Pentium 90 is over twice as fast as a 486DX2/66. 


Trouble Shooting and Technical Support 


47 


2. Make sure the mother board is VESA Local Bus or PCI Local Bus. A 
local bus can run at ^tecds which are much greater than the standard 
ISA bus- Make sure to install a Local Bus Hard Disk conlroDer. 

3. Get at least 8 MB of RAM, 16 MB or more if you can alford it Under a 
Kilting Moon needs almost 12 MB to run without any scaling, and many 
windows applications need 16 MB or more to run without swapping to 
the hard drive. 

4. Get a fast. Local Bus Video Card capable of at least 256 colors in 
1024x768 resolution and 32000 colors in 800x600 resolution. Make sure 
the card is VESA compliant and is fast in DOS as well as windows. 

5. Make sure the CD-ROM is at least Double Spin (300 KB/sec) with at 
leasta64Kinternal buffer and a reasonably good burst rate. You should 
try to get a burst rate above 600 KB/sec. TTiis is not a nonnally pub- 
lished specification for CD-ROM drives because it is a function of the 
bter&ce card and the CPU speed as well as the drive itself. Under a 
Killing Moon will test the burst rate for you (from the Configuration 
Screen), so you may want to test drive the software on the machine 
before you buy. Refer to Chapter Twelve, Graphic Performance and 
Quality on page 39 for more information. 

6. Get a 16 bit sound card and a good set of speakers, 

7. IfyouVe after a computer dial really screams, make sure you test 
before you buy. Many clone makers simply throw components together 
and don't bother to make sure everything runs at top speed. Be sure to 
buy from a dealer with a reputation for fast, high quality equipment and 
a good technical support policy. 

Mulfi'Drive and Disk Changer Cenfiguratlens 

t/adcr jKi/l/ngA/£»o«isdesigned tomake use of multiple CD-ROM drives or 

CD-ROM disdt changers to reduce or eliminate disk swapping. Please refer 

to page 34 and page 42 for more information. 


Technical Support 

U.S. and Canada 

If you have any questions regarding this product we offer three different 
ways to get help: 

1. Can our toll-free Support Hotline at 1-800-793-8324 from Monday 
through Friday between the hours of 7:30 a.m. and 8:30 p.ra.. Mountain 
Time Zone. 

If the problem is technical, try to compile as much information about 
your system as possible and have it handy for reference as you talk to 
the support technician. 

2. Ifyou have a modem, you can use our Bulletin Board System (BBS). 
The number is 1-801-364-7449 and is open 24 hours every day. 
There are four 14.400 Baud modems accessible on the BBS (8-N-l). 

3. On-Line users can get help on ACCESS products though the following 
On-line services: 


Service 

ID* 

Location 

America On-line 

Linksprol 

Industry Connection 

CompuServe 

72662.61 

GO GAMBPUB 

Prodigy 

GBW20A 

E-mail 

Genie 

XKY98115 

Scorpia Game Conference 

Delphi 

linksprol 

Custom 119 


Europe 

For technical support, call 021-326-6418 

Our European distributor is US Gold limited 

Units 2/3 Hotford Way 

Holford. Birmingham B67AX England 


© 1994 ACCESS SOFTWARE INC. ALL RIGHTS 
RESERVED. LICENSED TO U. S. GOLD LTD. 
UNAUTHORISED COPYING. LENDING OR RESALE 
BY ANY MEANS STRICTLY PROHIBITED. U. S. GOLD., 
UNITS 2/3 HOLFORD WAY, HOLFORD, BIRMINGHAM 
B6 7AX, ENGLAND. TEL 021 625 3366. U. S. GOLD IS A 
REGISTERED TRADEMARK OF U. S. GOLD LTD. 


Chapter Heading 


NOTES 



NOTES